Showing posts with label assets. Show all posts
Showing posts with label assets. Show all posts

Saturday, January 11, 2014

Update 27: Random Levels - Part 1

After scaling up my levels and populating them with the new assets, I went to work creating randomized levels. The original xcom had 10x10 tiles that were randomly added to a level to create a 100x100 sized level. This worked very well to create a new experience in every level, even though the buildings were often recognizable.



I've only created four 10x10 tiles so far, but I've made them all prefabs. In the screenshots below, you can see two of the prefabs highlighted. Note that this is only a 20x20 level, with only 4 tiles of 10x10 each. 




Now when I load a level I am able to randomly choose, arrange and rotate these tiles to create a random level. This is a huge step forward for my project. By creating 10x10 prefabs with content in the center, I can really create some interesting levels. Here are a few more samples:




This last sample is a 30x30 sample (9 tiles total) from a five tile set (one of the tiles is blank):

Thursday, January 9, 2014

Update 26: Scale Issues

I recently bought a group of assets from the asset store to help make my prototypes look better. It's pretty exciting, even though these are only two colors (yellow and gray).



As with most implementations, you have to laugh when you see the first result. Here, I realized my scale was a little out. WAY out. Here is a screenshot of my level with some of the new assets, a bridge, palm tree and ladder. Fortunately, it looks like scaling everything by 10 is about right, as you can see my character looks to scale standing on the bridge.



If you'd like to see more about the assets I downloaded, you can watch this video: